Races and Classes
Races
All standard races allowed, and any humanoid race with a +0 level adjustment might get approved subject to DM approval. Rules changes and race information is as follows:
- Humans remain unchanged.
- Elves sleep rather than going into a trance (however, they only need to sleep for 4 hours, and this trait does not affect their immunity to magic sleep effects). Elves in Eô come primarily in three types: high elves, wood elves and dark elves. High elves are the most cosmopolitan, and use all the statistics for normal elves. Wood elves live in forests and have the same statistics as high elves except as follows: +2 Str and -2 Int in addition to the high elf ability changes, favored class changes to ranger. Dark elves mostly live in the Underdark, and resemble high elves except as follows: +2 Int and -2 Wis in addition to the high elf ability changes, darkvision out to 60 ft. in replacement of low-light vision, proficiency with the hand crossbow, rapier and short sword in replacement of the high elf's weapon proficiencies, Undercommon as an additional automatic language.
- Dwarves may or may not have an Irish accent. Most dwarves in Eô can be found in mountaineous regions, though Dwarven villages outside of caves do exist.
- Halflings are not allowed to be hobbits. Halfings in Eô are very urban creatures, although they also show some predisposition towards travel.
- Gnomes are very rare in where most of the campaign takes place, and a commoner could live his whole life out without ever seeing one.
- Half-Elves receive +2 to Listen, Search and Spot (rather than +1). They can be found wherever there are humans and elves.
- Half-Orcs remain unchanged.
- Katta are a new race, native to the southlands and rare among the cities. Statistics for the katta can be found here.
Classes
Base classes: All base classes from the Player's Handbook are allowed, in addition to a few others. Psionic classes do not exist in Eô. If you would like minor alterations made to a class (for example, adding Cure Light Wounds to the Ranger's first level spell list), consult the DM with lots of faith that it will probably be okay. Rules changes and class roles in the world are as follows:
- Barbarians remain unchanged. Barbarians in Eô hail from either the frigid Northlands, because one character class always hails from the frigid Northlands. The Northlands in this case usually refer to the mountains of Sarcha, but barbarians can just as easily hail from the wastelands to the south. Simply put, they aren't native to where most of the campaign takes place.
- Bards remain unchanged. Bards in Eô often study in one of the several bardic colleges scattered throughout the lands (such as the Fochlucan college in the southeast).
- Clerics remain unchanged. See the section on Gods to see what deities you can pick in Eô.
- Druids remain unchanged. Druids can be found in any forest, and sometimes in the mountains. Some of the most powerful druids are cloistered in the deep forests of the east.
- Fighters remain unchanged. Fighters can be found virtually anywhere on Eô, and range from battle-hardened soldiers to cold-hearted mercenaries to - well - anyone who can fight.
- Healers are a new class, and are described on this page. Healers differ from clerics primarily in that they are less religion-based and lack offensive spells entirely, but they are unparalleled in their curative ability. Healers in Eô can be found in most major cities, working independently of temples. An exception is the clerics of Ethuinë, the goddess of sleep, whose clerics often multiclass freely as healers.
- Monks are no longer restriced to a lawful alignment. Monks in Eô may or may not belong to a monastic order - more often than not, they are simply warriors specializing in unarmed combat and the refinement of their own bodies.
- Ninja do not exist in Eô, or so they would have you believe.
- Paladins are no longer restricted to being Lawful Good; they are only required to be within one step of their deity's alignment (if they have a deity: most do). Evil paladins are blackguards for all intents and purposes, and will have certain class features adjusted (lay on hands inflicting rather than curing damage, for example). Paladins in Eô usually (but not always) belong to a knightly order, more often than not associated with the church of some religion.
- Rangers remain unchanged. Rangers in Eô usually hail from the elven lands to the east, or from the forests south of Rydalia. Several ranger orders exist, one of the most notable being the Silent Watch of the eastern forests.
- Rogues remain unchanged. Thieves' Guilds are rampant throughout Eô, and there is a branch in almost every settlement larger than a village - you just have to know how to find it. Non-thieving rogues can find other related organizations such as the Shadowsong, or work independently.
- Sorcerers remain unchanged. Sorcerers in Eô are rare, and most societies have no place for them, drawing them to the path of adventure.
- Wizards remain unchanged. Wizards in Eô are uncommon but not as rare as sorcerers. A few mage orders do exist, but only in the larger cities.
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